You live for the thrill of adventure. You are likely to become famous for discovering some ancient ruin or some long lost artifact.

Profession Adventurer
Role support
Starting Gear Leather Brigandine, Steel Dagger, Regional Map, 10 feet of rope, hiker's backpack
Pay Rate N/A

Gen Dice 

  • Vitality   Creation    1d12     Level Up/Rest    1d6
  • Soul       Creation    1d12     Level Up/Rest    1d6
  • Power   Creation    1d12     Level Up/Rest    1d6

Weapon & Armor Types 

  • Can only use one-handed weapons, but can be any one-handed weapon
  • Whips do 25% more damage
  • Can only wear light armor

Speciality 

Adventurer's are your jack of all trades profession. They become master explorers by learning from other professions. As such, they do not have to spend 2 nodes for one out of profession skill. Instead they need only to spend the one node, treating all out of profession skills as in profession skills.

The Adventurer Profession is all about adventuring. They are the treasure hunters and ruin seekers, forever looking for the next great find. As adventurers, they have had to develop strong abilities in navigating the perils of ancient ruins.

Effects on Weapon Usage

  • Can only use one-handed weapons, but can be any one-handed weapon
  • Whips do 25% more damage

Effects on Armor Usage

Can only wear light armor.

Profession Level Progression

Adventurer's are basically archaeologists. They like quests and exploring things, especially ancient ruins. Therefore, they focus on skills that help them explore and learn more about these places.

Adventurers progress following the Adventurer Node Chart.

  • In order to progress to the next level you need to meet the required nodes and pay the progression XP cost.
  • Each node cost XP to acquire.
  • You can only acquire the nodes for your profession.
  • You can acquire as many nodes as you want, but you must acquire the minimum required nodes to progress to the next level.
  • You get your gen dice rolls for Vitality, Soul, and Power at each new level.

Skills

An adventurer needs to have a wide assortment of skills.

Adventurer Skill Progression 

Adventurer Skills

Adventurer Skills are categorized into Explorer Skills, Field Medic Skills, and Archeologist Skills.

Explorer Skills

Action Type: 🔮 Support Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Acrobatic Empowerment 🔮 Support Action 💪 Empowerment N/A self 1d10 hours Easy Acrobatics

You can empower your acrobatics by 1d4.

N/A

Athletic Empowerment 🔮 Support Action 💪 Empowerment N/A self 1d10 hours Normal Athletics

You can empower your Athletics by 1d4.

Acrobatic Empowerment

Brace Empowerment 🔮 Support Action 💪 Empowerment N/A self 1d10 hours Hard Brace

You can empower your Brace by 1d4.

Athletic Empowerment

Combat Empowerment 🔮 Support Action 💪 Empowerment N/A self 1d4 rounds Easy Athletics

+1 to Athletics, React, and +1d4 to Offensive Power and Bow Power.

N/A

Defense Empowerment 🔮 Support Action 💪 Empowerment N/A self 1d4 rounds Easy Defense

+1 to Immunity, Endure, and Defense traits

N/A

Distraction 🔮 Support Action 🌀 Confusion, Control 1 Soul any within a 3x3 space area instant Normal Perform +1

Targets in affected area must make normal focus check to not lose concentration, or their spells they are casting will fail to cast. 

N/A

Focus Empowerment 🔮 Support Action 💪 Empowerment N/A self 1d10 hours Easy Focus

You can empower your Focus by 1d4.

N/A

Increased Spoils 🔮 Support Action 💪 Empowerment N/A self instant Normal Luck

You can increase any gained experience points by a percentage. The percentage is decided by a roll of 1d100. The number rolled shows the percentage increase. Therefore if you roll a 02, you will increase your experience by 2%, a 56 is an increase of 56%, and a 100 is an increase of 100% which is basically double.

Trade

Initiative Empowerment 🔮 Support Action 💪 Empowerment N/A self 1d10 hours Normal Initiative

You can empower your Initiative by 1d4.

Perceive Empowerment

Navigation 🔮 Support Action 🛠️ Utility N/A self instant Easy Perceive

Can find where you are and nearest town based on what you see. 

N/A

Perceive Empowerment 🔮 Support Action 💪 Empowerment N/A self 1d10 hours Easy Perceive

You can empower your Perceive by 1d4.

N/A

Runic Empowerment 🔮 Support Action 💪 Empowerment N/A self 1d10 hours Normal Arcana

You can empower your Runic Power by 1d4.

Focus Empowerment

Swap for Movement 🔮 Support Action 👣 Movement Based N/A self instant Normal React

You can swap any action you haven't used yet for another movement.

Swap for Support

Swap for Support 🔮 Support Action ᯓ➤ Fast Action N/A self instant Easy React

You can swap any action you haven't used yet for an additional support action.

N/A

Field Medic Skills

Action Type: 🔮 Support Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Diagnose 🔮 Support Action 🔍 Identify/Investigate 2 Soul 1 person nearby that you can plainly see instant Normal Medicine

This skill allows you to determine the status condition another is experiencing and all of its effects and treatments.

N/A

Energy Trade 🔮 Support Action ❤️‍🩹 Healing Stats traded self and 1 ally next to you instant Normal Focus

You can trade either Vitality, Power, or Soul with an ally for either Vitality, Power, or Soul as long as it is not the same stat. You trade at a 1 to 1 rate. Therefore you could trade 4 Power for 4 Soul and so forth.

Trade

First Aide 🔮 Support Action ❤️‍🩹 Healing 2 Soul touch instant Normal Medicine

This skill allows you to easily treat wounds, splint broken bones, and heal 1d6 + Medicine worth of Vitality.

N/A

Potion Save 🔮 Support Action ᯓ➤ Fast Action N/A self instant Hard React

This skill allows you to quickly use a healing potion to cure your Vitality as you take a blow that would be greater than you can handle. Basically you will drink that potion as you take the hit, if the hit is less than your Vitality before the hit plus the potion, you will survive with whatever Vitality is left. Otherwise you will not survive.

Use Potion As Defense

Rationing 🔮 Support Action 💪 Empowerment N/A self 1 day Normal Focus

With this skill you will use half of an item and get its full effect. That could be with potions, poisons, food, water, arrows, and so forth. Any expendable item counts with this skill.

Focus Empowerment

Treat Burns 🔮 Support Action 📋 Status Effect 4 Soul touch instant Hard Medicine

This skill allows you to treat and cure burns without any potions or spells, just by using your knowledge and inner power.

Diagnose

Treat Visual Instability 🔮 Support Action 📋 Status Effect 4 Soul touch instant Hard Medicine

This skill allows you to treat and cure Visual Instability without any potions or spells, just by using your knowledge and inner power.

Diagnose

Action Type: 🛡️ Defense Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Use Potion as Defense 🛡️ Defense Action 🛡️ Defensive Move N/A self instant Easy React

Allows you to use potion as a defense action.

N/A

Archeologist Skills

Action Type: 🔮 Support Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Appraisal 🔮 Support Action 🔍 Identify/Investigate N/A 1 item instant Easy Perceive

You can determine something's worth by sight

N/A

Carry 🔮 Support Action 🛠️ Utility 1 Power self 1 hour Normal Athletics

Increase weight limit by 50% for 1 hour.

N/A

Disarm Magic Trap 🔮 Support Action ✨ Magic Related 4 Soul 1 trapped area near you instant Normal Arcana

You can safely disarm most magical traps. Penalties apply depending upon the complexity of the trap.

Disarm Trap

Disarm Traps 🔮 Support Action 🛠️ Utility 2 Soul 1 trapped area near you instant Easy Luck

You can safely disarm most normal traps. Penalties depend upon the complexity of the trap.

N/A

Identification 🔮 Support Action 🔍 Identify/Investigate N/A 1 item you can see instant Normal Perceive

You can identify what something is and all of its attributes. You won't be able to know of any magic or curses involved however.

Appraisal

Linguistics 🔮 Support Action 📜 Proficiency N/A self 1 minute Insight, difficulty depends

This skill allows you to understand spoken language and speak in that language. Each use of this skill gives you 1/2 of your Wisdom as a percentage to learning that language. Once you have that language at 100%, you will not have to use this skill to understand it spoken or to be able to speak it anymore. The difficulty depends on many things such as tone, volume, speed, and familiarity or difficulty of the language it self. If you have learned the written version of the language that could give you a bonus when using this skill. Difficulties and bonuses all are determined by the GM.

Translate

Set Magical Trap 🔮 Support Action ✨ Magic Related 4 Soul area in front of you until trap is sprung Normal Stealth

You can set a magical trap. You will need to design the trap and have the needed tools, including a magical device such as a rune stone.

Set Trap

Set Trap 🔮 Support Action 🛠️ Utility N/A area in front of you until trap is sprung Easy Stealth

You can set traps. You will need to design your trap and have the needed materials.

N/A

Trade 🔮 Support Action 🛠️ Utility N/A 1 item or service instant Normal Persuade +1

This skill allows you to trade items or services for items or services of equal or lesser value.

N/A

Translate 🔮 Support Action 📜 Proficiency N/A 1 page or area of writing instant Insight, difficulty depends

With this skill you can translate written language into your own language when you are reading it. This skill will translate one page or one area of written language. Each use of this skill gives you your Wisdom as a percentage towards learning that written language so that you would not have to translate it once you have fully learned it. The difficulty depends upon the condition of the written document and difficulty or unfamiliarity of the language. It will be up to the GM to determine the difficulty applied.

N/A

Adventurer Abilities

These are abilities that are unique to the adventurer profession. Only adventurers can obtain and use these abilities:

Ability Ability Type Effects Requirements
Acid Application 🛠️ Utility Ability

Acids you apply to weapons gain your Medicine score.

Alchemical Knowledge

Alchemical Knowledge 🛡️ Passive Ability

You are able to tell what a potion more easily, gaining a +2 to Medicine when trying to identify potions.

N/A

Decrease Food Needs 🛡️ Passive Ability

Cut your needed food requirements based on your race by half.

Wilderness Survival

Decrease Sleep Needs 🛡️ Passive Ability

Cut the sleep needs required by your race in half.

Decrease Food Needs

Detect Traps 🛠️ Utility Ability

Your advanced trap knowledge gives you a +2 to Perceive when looking for traps.

Trap Knowledge

Explosives Application 🛠️ Utility Ability

Explosives you apply to weapons gain your medicine score.

Poison Application

Focused Breath Holding ⚡ Activated Ability

Add your Focus score to your Breath Holding score, increasing the time you can hold your breath.

Wilderness Survival

Herbal Identify 🛠️ Utility Ability

You are able to identify plants and know their properties.

N/A

Horsemanship 🛡️ Passive Ability

You are better at riding horses and other mounted beasts, increasing your movement with them by half.

N/A

Ignore Traps ⚡ Activated Ability

You can make a normal luck trap to ignore the effects of a trap should you spring the trap.

Detect Traps

Lasso 🛠️ Utility Ability

You are able to lasso your whip around objects, including target's weapons, and attempt to bring them to you with a normal athletics check. 

Equip Whip

Lip Reading 🛠️ Utility Ability

+1 to Perceive when attempting to read lips.

N/A

Long Distance Sprinting ⚡ Activated Ability

You are able to increase your Move by 1d6 at a cost of 4 Power each time you choose to do so.

N/A

Lore 🛡️ Passive Ability

+2 to history thanks to your knowledge about an area's lore.

N/A

Mix Potions 🛠️ Utility Ability

You can mix 2 potions to create a potion that contains both potions effects.

Alchemical Knowledge

Poison Application 🛠️ Utility Ability

Poisons you apply to weapons gain your Medicine score.

Acid Application

Potion Administration 🛡️ Passive Ability

Potions you use are twice as effective.

Mix Potions

Racial Lore 🛡️ Passive Ability

+1 to history when trying to identify anything you can about a race's history, lore, culture, or beliefs.

Lore

Resuscitation ⚡ Activated Ability

When using First Aid, you can make a Hard Medicine check to revive anyone that died within a few minutes or 3 rounds. 

First Aide skill

Skillful Climbing 🛡️ Passive Ability

+2 to Athletics for climbing.

N/A

Skipping Sleep 🛡️ Passive Ability

You can skip sleep every other night without penalty.

Decrease Sleep Needs

Space Saving 🛡️ Passive Ability

Things stored in your bags or packs take half as much storage space.

N/A

Swimming While Armored 🛡️ Passive Ability

+1 to athletics for checks to swim while armored.

Skillful Climbing

Trap Knowledge 🛡️ Passive Ability

You know about traps and how to design them. You can tell what a trap does by looking at them.

N/A

Wilderness Survival 🛡️ Passive Ability

+2 to Survival 

N/A